What the hell is this thing?

  • If you're asking a question make sure to set the thread type to be a question!

chrisamundo

L2: Junior Member
Apr 2, 2018
63
11
Was working on my map and came across this ghost ramp that doesn't appear in hammer or have a hitbox. Managed to see a hall of mirrors through it, but it says no leaks. Uh, help? 20190511235054_1.jpg 20190511235131_1.jpg 20190511235105_1.jpg 20190511235138_1.jpg
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
This can happen if you apply the skip texture to a normal brush. Check to make sure the brush doesn't have skip somewhere on it.
 

chrisamundo

L2: Junior Member
Apr 2, 2018
63
11
Can you post your compile log here?
Sure. I did check inerlopers btw.

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (89407 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 232 texinfos to 134
Reduced 25 texdatas to 24 (566 bytes to 548)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
Wrote ZIP buffer, estimated size 105905, actual size 105691
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1"

Valve Software - vvis.exe (Aug 2 2018)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.prt
155 portalclusters
317 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 42 visible clusters (0.60%)
Total clusters visible: 6957
Average clusters visible: 44
Building PAS...
Average clusters audible: 107
visdatasize:6446 compressed from 7440
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1"

Valve Software - vrad.exe SSE (Jul 18 2018)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
Setting up ray-trace acceleration structure... Done (0.69 seconds)
896 faces
209042 square feet [30102086.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
896 patches before subdivision
24582 patches after subdivision
sun extent from map=0.000000
109 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (12)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 2404461, max 375
transfer lists: 18.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(329583, 239740, 184498)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(54369, 31953, 25556)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(9855, 4520, 3758)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1862, 637, 553)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(377, 92, 83)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(80, 13, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(18, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0150 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 30/1024 1440/49152 ( 2.9%)
brushes 240/8192 2880/98304 ( 2.9%)
brushsides 1470/65536 11760/524288 ( 2.2%)
planes 718/65536 14360/1310720 ( 1.1%)
vertexes 1528/65536 18336/786432 ( 2.3%)
nodes 582/65536 18624/2097152 ( 0.9%)
texinfos 134/12288 9648/884736 ( 1.1%)
texdata 24/2048 768/65536 ( 1.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 896/65536 50176/3670016 ( 1.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 557/65536 31192/3670016 ( 0.8%)
leaves 613/65536 19616/2097152 ( 0.9%)
leaffaces 1026/65536 2052/131072 ( 1.6%)
leafbrushes 428/65536 856/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6536/512000 26144/2048000 ( 1.3%)
edges 3821/256000 15284/1024000 ( 1.5%)
LDR worldlights 109/8192 9592/720896 ( 1.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 99/32768 990/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1728/65536 3456/131072 ( 2.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 478308/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 6446/16777216 ( 0.0%)
entdata [variable] 109269/393216 (27.8%)
LDR ambient table 613/65536 2452/262144 ( 0.9%)
HDR ambient table 613/65536 2452/262144 ( 0.9%)
LDR leaf ambient 2260/65536 63280/1835008 ( 3.4%)
HDR leaf ambient 613/65536 17164/1835008 ( 0.9%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/5944 ( 0.0%)
pakfile [variable] 105691/0 ( 0.0%)
physics [variable] 89407/4194304 ( 2.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2527
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
21 seconds elapsed
Valve Software - vrad.exe SSE (Jul 18 2018)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
Setting up ray-trace acceleration structure... Done (0.70 seconds)
896 faces
209042 square feet [30102086.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
896 patches before subdivision
24582 patches after subdivision
sun extent from map=0.000000
109 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 2404461, max 375
transfer lists: 18.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1988, 1587, 1164)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(299, 220, 166)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(49, 32, 25)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(8, 5, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0150 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 30/1024 1440/49152 ( 2.9%)
brushes 240/8192 2880/98304 ( 2.9%)
brushsides 1470/65536 11760/524288 ( 2.2%)
planes 718/65536 14360/1310720 ( 1.1%)
vertexes 1528/65536 18336/786432 ( 2.3%)
nodes 582/65536 18624/2097152 ( 0.9%)
texinfos 134/12288 9648/884736 ( 1.1%)
texdata 24/2048 768/65536 ( 1.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 896/65536 50176/3670016 ( 1.4%)
hdr faces 896/65536 50176/3670016 ( 1.4%)
origfaces 557/65536 31192/3670016 ( 0.8%)
leaves 613/65536 19616/2097152 ( 0.9%)
leaffaces 1026/65536 2052/131072 ( 1.6%)
leafbrushes 428/65536 856/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6536/512000 26144/2048000 ( 1.3%)
edges 3821/256000 15284/1024000 ( 1.5%)
LDR worldlights 109/8192 9592/720896 ( 1.3%)
HDR worldlights 109/8192 9592/720896 ( 1.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 99/32768 990/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1728/65536 3456/131072 ( 2.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 478308/0 ( 0.0%)
HDR lightdata [variable] 478308/0 ( 0.0%)
visdata [variable] 6446/16777216 ( 0.0%)
entdata [variable] 109269/393216 (27.8%)
LDR ambient table 613/65536 2452/262144 ( 0.9%)
HDR ambient table 613/65536 2452/262144 ( 0.9%)
LDR leaf ambient 2260/65536 63280/1835008 ( 3.4%)
HDR leaf ambient 820/65536 22960/1835008 ( 1.3%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/5944 ( 0.0%)
pakfile [variable] 105691/0 ( 0.0%)
physics [variable] 89407/4194304 ( 2.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2527
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
12 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_indaclash_a1.bsp"
 

chrisamundo

L2: Junior Member
Apr 2, 2018
63
11
If not, hide ramp that leads up to that anomaly, patch up possible leaks, and compile. Does this strange thing remain?
No, it's gone. anything more?